using System;
using System.Collections;
using System.Diagnostics;
using System.Reflection;
using System.Runtime.CompilerServices;
using System.Runtime.Versioning;
using System.Security;
using System.Security.Permissions;
using BepInEx;
using BepInEx.Configuration;
using BepInEx.Logging;
using CSync.Extensions;
using CSync.Lib;
using HarmonyLib;
using Microsoft.CodeAnalysis;
using Unity.Netcode;
using UnityEngine;
[assembly: CompilationRelaxations(8)]
[assembly: RuntimeCompatibility(WrapNonExceptionThrows = true)]
[assembly: Debuggable(DebuggableAttribute.DebuggingModes.IgnoreSymbolStoreSequencePoints)]
[assembly: TargetFramework(".NETStandard,Version=v2.1", FrameworkDisplayName = ".NET Standard 2.1")]
[assembly: AssemblyCompany("EnoPM")]
[assembly: AssemblyConfiguration("Release")]
[assembly: AssemblyDescription("A Lethal Company mod that allows you to reload the shotgun without having any shells")]
[assembly: AssemblyFileVersion("1.0.3.0")]
[assembly: AssemblyInformationalVersion("1.0.3+3b9cfd85d16e14fdb8d50b25fefb007273b1da06")]
[assembly: AssemblyProduct("InfiniteShotgunWithReload")]
[assembly: AssemblyTitle("EnoPM.InfiniteShotgunWithReload")]
[assembly: SecurityPermission(SecurityAction.RequestMinimum, SkipVerification = true)]
[assembly: AssemblyVersion("1.0.3.0")]
[module: UnverifiableCode]
[module: RefSafetyRules(11)]
namespace Microsoft.CodeAnalysis
{
[CompilerGenerated]
[Microsoft.CodeAnalysis.Embedded]
internal sealed class EmbeddedAttribute : Attribute
{
}
}
namespace System.Runtime.CompilerServices
{
[CompilerGenerated]
[Microsoft.CodeAnalysis.Embedded]
[AttributeUsage(AttributeTargets.Module, AllowMultiple = false, Inherited = false)]
internal sealed class RefSafetyRulesAttribute : Attribute
{
public readonly int Version;
public RefSafetyRulesAttribute(int P_0)
{
Version = P_0;
}
}
}
namespace EnoPM.InfiniteShotgunWithReload
{
public sealed class HostConfig : SyncedConfig2<HostConfig>
{
private static bool SyncedState { get; set; }
[field: SyncedEntryField]
public SyncedEntry<bool> Enabled { get; }
public static bool IsSynced()
{
if (!Object.op_Implicit((Object)(object)NetworkManager.Singleton))
{
return false;
}
if (NetworkManager.Singleton.IsServer)
{
return true;
}
if (!SyncedState)
{
Plugin.Log.LogError((object)"(HostConfig) Client joined without synced state");
}
return SyncedState;
}
public HostConfig(ConfigFile configFile)
: base("infiniteshotgunwithreload.lc.eno.pm")
{
Enabled = SyncedBindingExtensions.BindSyncedEntry<bool>(configFile, "infiniteshotgunwithreload.lc.eno.pm", "Enabled", true, "Globally enable/disable the plugin");
ConfigManager.Register<HostConfig>((SyncedConfig2<HostConfig>)this);
}
internal static void OnInitialSyncCompleted(object _0, EventArgs _1)
{
Plugin.Log.LogInfo((object)"HostConfig synced");
SyncedState = true;
}
}
[BepInPlugin("infiniteshotgunwithreload.lc.eno.pm", "InfiniteShotgunWithReload", "1.0.3")]
[BepInDependency("com.sigurd.csync", "5.0.1")]
public sealed class Plugin : BaseUnityPlugin
{
private static readonly Harmony HarmonyPatcher = new Harmony("infiniteshotgunwithreload.lc.eno.pm");
public static HostConfig HostConfig { get; private set; }
public static ManualLogSource Log { get; private set; }
private void Awake()
{
Log = ((BaseUnityPlugin)this).Logger;
((BaseUnityPlugin)this).Config.SaveOnConfigSet = false;
HostConfig = new HostConfig(((BaseUnityPlugin)this).Config);
((BaseUnityPlugin)this).Config.Save();
HarmonyPatcher.PatchAll();
((BaseUnityPlugin)this).Logger.LogInfo((object)"Plugin infiniteshotgunwithreload.lc.eno.pm is loaded!");
((SyncedConfig2<HostConfig>)HostConfig).InitialSyncCompleted += HostConfig.OnInitialSyncCompleted;
}
}
internal static class ProjectInfos
{
internal const string Guid = "infiniteshotgunwithreload.lc.eno.pm";
internal const string Name = "InfiniteShotgunWithReload";
internal const string Version = "1.0.3";
}
}
namespace EnoPM.InfiniteShotgunWithReload.Patches
{
[HarmonyPatch(typeof(ShotgunItem))]
internal static class ShotgunItemPatches
{
private static readonly int Reloading = Animator.StringToHash("Reloading");
private static readonly int ReloadShotgun = Animator.StringToHash("ReloadShotgun");
private static readonly int ReloadShotgun2 = Animator.StringToHash("ReloadShotgun2");
[HarmonyPostfix]
[HarmonyPatch("ReloadedGun")]
private static void ReloadedGunPostfix(ref bool __result)
{
if (HostConfig.IsSynced() && SyncedEntry<bool>.op_Implicit(Plugin.HostConfig.Enabled))
{
__result = true;
}
}
[HarmonyPrefix]
[HarmonyPatch("StartReloadGun")]
private static bool StartReloadGunPrefix(ShotgunItem __instance)
{
if (!HostConfig.IsSynced() || !SyncedEntry<bool>.op_Implicit(Plugin.HostConfig.Enabled))
{
return true;
}
if (__instance.ReloadedGun())
{
if (!((NetworkBehaviour)__instance).IsOwner)
{
return false;
}
if (__instance.gunCoroutine != null)
{
((MonoBehaviour)__instance).StopCoroutine(__instance.gunCoroutine);
}
__instance.gunCoroutine = ((MonoBehaviour)__instance).StartCoroutine(__instance.CoReloadGunAnimation());
}
else
{
__instance.gunAudio.PlayOneShot(__instance.noAmmoSFX);
}
return false;
}
[HarmonyPrefix]
[HarmonyPatch("reloadGunAnimation")]
private static bool ReloadGunAnimationPrefix(ShotgunItem __instance)
{
__instance.gunCoroutine = ((MonoBehaviour)__instance).StartCoroutine(__instance.CoReloadGunAnimation());
return false;
}
private static IEnumerator CoReloadGunAnimation(this ShotgunItem shotgunItem)
{
shotgunItem.isReloading = true;
if (shotgunItem.shellsLoaded <= 0)
{
((GrabbableObject)shotgunItem).playerHeldBy.playerBodyAnimator.SetBool(ReloadShotgun, true);
((Renderer)shotgunItem.shotgunShellLeft).enabled = false;
((Renderer)shotgunItem.shotgunShellRight).enabled = false;
}
else
{
((GrabbableObject)shotgunItem).playerHeldBy.playerBodyAnimator.SetBool(ReloadShotgun2, true);
((Renderer)shotgunItem.shotgunShellRight).enabled = false;
}
yield return (object)new WaitForSeconds(0.3f);
shotgunItem.gunAudio.PlayOneShot(shotgunItem.gunReloadSFX);
shotgunItem.gunAnimator.SetBool(Reloading, true);
shotgunItem.ReloadGunEffectsServerRpc(true);
yield return (object)new WaitForSeconds(0.95f);
((Renderer)shotgunItem.shotgunShellInHand).enabled = true;
shotgunItem.shotgunShellInHandTransform.SetParent(((GrabbableObject)shotgunItem).playerHeldBy.leftHandItemTarget);
shotgunItem.shotgunShellInHandTransform.localPosition = new Vector3(-0.0555f, 0.1469f, -0.0655f);
shotgunItem.shotgunShellInHandTransform.localEulerAngles = new Vector3(-1.956f, 143.856f, -16.427f);
yield return (object)new WaitForSeconds(0.95f);
if (shotgunItem.ammoSlotToUse != -1)
{
((GrabbableObject)shotgunItem).playerHeldBy.DestroyItemInSlotAndSync(shotgunItem.ammoSlotToUse);
shotgunItem.ammoSlotToUse = -1;
}
shotgunItem.shellsLoaded = Mathf.Clamp(shotgunItem.shellsLoaded + 1, 0, 2);
((Renderer)shotgunItem.shotgunShellLeft).enabled = true;
if (shotgunItem.shellsLoaded == 2)
{
((Renderer)shotgunItem.shotgunShellRight).enabled = true;
}
((Renderer)shotgunItem.shotgunShellInHand).enabled = false;
shotgunItem.shotgunShellInHandTransform.SetParent(((Component)shotgunItem).transform);
yield return (object)new WaitForSeconds(0.45f);
shotgunItem.gunAudio.PlayOneShot(shotgunItem.gunReloadFinishSFX);
shotgunItem.gunAnimator.SetBool(Reloading, false);
((GrabbableObject)shotgunItem).playerHeldBy.playerBodyAnimator.SetBool(ReloadShotgun, false);
((GrabbableObject)shotgunItem).playerHeldBy.playerBodyAnimator.SetBool(ReloadShotgun2, false);
shotgunItem.isReloading = false;
shotgunItem.ReloadGunEffectsServerRpc(false);
}
}
}